mirror of
https://github.com/Siccity/xNode.git
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107 lines
4.5 KiB
C#
107 lines
4.5 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor;
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using UnityEngine;
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namespace XNodeEditor {
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/// <summary> Base class to derive custom Node editors from. Use this to create your own custom inspectors and editors for your nodes. </summary>
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[CustomNodeEditor(typeof(XNode.Node))]
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public class NodeEditor : XNodeEditor.Internal.NodeEditorBase<NodeEditor, NodeEditor.CustomNodeEditorAttribute, XNode.Node> {
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/// <summary> Fires every whenever a node was modified through the editor </summary>
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public static Action<XNode.Node> onUpdateNode;
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public static Dictionary<XNode.NodePort, Vector2> portPositions;
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public static int renaming;
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/// <summary> Draws the node GUI.</summary>
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/// <param name="portPositions">Port handle positions need to be returned to the NodeEditorWindow </param>
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public void OnNodeGUI() {
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OnHeaderGUI();
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OnBodyGUI();
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}
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public virtual void OnHeaderGUI() {
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string title = target.name;
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if (renaming != 0 && Selection.Contains(target)) {
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int controlID = EditorGUIUtility.GetControlID(FocusType.Keyboard) + 1;
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if (renaming == 1) {
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EditorGUIUtility.keyboardControl = controlID;
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EditorGUIUtility.editingTextField = true;
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renaming = 2;
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}
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target.name = EditorGUILayout.TextField(target.name, NodeEditorResources.styles.nodeHeader, GUILayout.Height(30));
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if (!EditorGUIUtility.editingTextField) {
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Rename(target.name);
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renaming = 0;
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}
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} else {
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GUILayout.Label(title, NodeEditorResources.styles.nodeHeader, GUILayout.Height(30));
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}
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}
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/// <summary> Draws standard field editors for all public fields </summary>
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public virtual void OnBodyGUI() {
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// Unity specifically requires this to save/update any serial object.
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// serializedObject.Update(); must go at the start of an inspector gui, and
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// serializedObject.ApplyModifiedProperties(); goes at the end.
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serializedObject.Update();
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string[] excludes = { "m_Script", "graph", "position", "ports" };
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portPositions = new Dictionary<XNode.NodePort, Vector2>();
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SerializedProperty iterator = serializedObject.GetIterator();
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bool enterChildren = true;
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EditorGUIUtility.labelWidth = 84;
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while (iterator.NextVisible(enterChildren)) {
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enterChildren = false;
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if (excludes.Contains(iterator.name)) continue;
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NodeEditorGUILayout.PropertyField(iterator, true);
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}
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serializedObject.ApplyModifiedProperties();
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}
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public virtual int GetWidth() {
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Type type = target.GetType();
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int width;
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if (NodeEditorWindow.nodeWidth.TryGetValue(type, out width)) return width;
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else return 208;
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}
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public virtual Color GetTint() {
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Type type = target.GetType();
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Color color;
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if (NodeEditorWindow.nodeTint.TryGetValue(type, out color)) return color;
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else return Color.white;
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}
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public virtual GUIStyle GetBodyStyle() {
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return NodeEditorResources.styles.nodeBody;
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}
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public void InitiateRename() {
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renaming = 1;
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}
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public void Rename(string newName) {
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target.name = newName;
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AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(target));
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}
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[AttributeUsage(AttributeTargets.Class)]
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public class CustomNodeEditorAttribute : Attribute,
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XNodeEditor.Internal.NodeEditorBase<NodeEditor, NodeEditor.CustomNodeEditorAttribute, XNode.Node>.INodeEditorAttrib {
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private Type inspectedType;
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/// <summary> Tells a NodeEditor which Node type it is an editor for </summary>
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/// <param name="inspectedType">Type that this editor can edit</param>
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/// <param name="contextMenuName">Path to the node</param>
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public CustomNodeEditorAttribute(Type inspectedType) {
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this.inspectedType = inspectedType;
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}
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public Type GetInspectedType() {
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return inspectedType;
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}
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}
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}
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} |